| Post/Author/DateTime | Post |
|---|---|
| yellowdingo09-28-07, 07:03 PM | So your 20th level Hero has 19 Intelligence, 18 Charisma, and 200 weirdos throw themselves on the ground when you walk by... |
| Taeldrin Laesrash09-28-07, 07:14 PM | Probably give a confused look. It takes more than worshippers to make a god; actual divine energy has to be involved. Besides, you've barely got a cult with 200. |
| Paradox_of_Life09-29-07, 01:25 AM | Maybe YOU barely have a cult, but I call that a good day. |
| Kas_the_undead09-29-07, 03:24 AM | wait did they bring me my morning starbucks? ....if so its a GREAT DAY!! |
| BillTheManiac09-29-07, 07:46 AM | If he becomes a god, he becomes a quasi-deity first. Then as he starts gaining worshippers he moves up in DvR. That's the generally accepted ruleset, but in your setting it could work a different way. Maybe that cult-leader IS a quasi-deity! |
| Rohano10-08-07, 11:14 PM | I've ruled nations with an iron fist, held worlds in my palm... but that doesn't make me a deity. 18 charisma doesn't make you a deity, either. Might make you a little conceited but, eh. Nope - questing for 20 levels of campaign material before finally getting the Ultimate Artifact of Granting Ultimateness makes you a deity. Quests for Artifacts and/or Godliness: Making the game more than just levels and gold since the 70's. |
| Taeldrin Laesrash10-09-07, 01:09 AM | Either way, it's still a hunt for power, godhood just sounds cooler. |
| Gemstone10-09-07, 04:50 AM | Either way, it's still a hunt for power, godhood just sounds cooler. Indeed... |
| Enphenitie10-28-07, 01:40 PM | Is there a uh.. exact number of worshippers printed somewhere that grants Hero-Diety-ism? |
| Millenia10-28-07, 04:48 PM | No. |
| Deamon10-28-07, 05:49 PM | Is there a uh.. exact number of worshippers printed somewhere that grants Hero-Diety-ism? Yes, it's 200. |
| Taeldrin Laesrash10-28-07, 06:09 PM | Yes, it's 200. Where's it say that? I always thought the policy was that the nature of dvinity is campaign-specific and up to the DM. |
| Sagetim10-29-07, 03:47 AM | Is there a uh.. exact number of worshippers printed somewhere that grants Hero-Diety-ism? actually I'm pretty sure there's a guideline in deities and demigods that gives something like DR 0 requiring full out worship by something like 100 people. And going up from there. To get DR 1 is 100 to 500 2 is 500 to 1000, etc...but it gets higher with each dr, and not 500 per dr...to be dr 10 requires something like 10 or 20 thousand worshipers. It's been a while since I saw that. and they need to worship as in pray to you, not worship like some people obsess over certain celebrities...or we'd see more miracle working celebritires...unless you count making a hit out of a crappy movie...then I think we have an explanation for those miracles. |
| rob_douglas10-29-07, 02:39 PM | http://www.d20srd.org/srd/divine/divineRanksAndPowers.htm#divineRanks DvR 0 - may have some worshipers DvR1-5 - a few hundred to a few thousand DvR6-10 - few thousand to tens of thousands DvR11-15 - hundreds of thousands DvR16-20 - may have millions DvR21+ - doesn't care about worshipers. That said, it is very campaign specific. IMO, it is not so much your worshipers, but your "believers". In this case, having a group that fears you can make you a more powerful god. Nerull - the god of death - is not a greater god because everyone worships him, but because everyone recognizes the power of death even if they don't want to. The more ubiquitous your portfolio, the more powerful a god you are. And nothing says if you get those worshipers you become a god. In many creation myths, the gods precede the mortals that worship them - how can that be if they can't be gods without worshipers? ROB |
| TheEndIsNear10-29-07, 09:00 PM | You can make anyhting a god in any way as long as you and the DM (mostly the DM) agrees, heck I got a 0 follower DR16 god (he killed EVERYTHING on one plane, he apocalypsed EVERYTHING, including his level 160 party, being the last thing alive) tho, all my new PCs have him as a deity... D-End |
| Jaerom Darkwind11-07-07, 12:55 PM | Constitute Transitive Nexus Conjuration/Transmutation Spellcraft DC: 206 Components: V, S, M, DF, XP, A, B, E, I, P, T, Dragon, Feat, Location, Sacrifice, Spell Display: Auditory, material, and visual Casting Time: 100 days, 10 hours, 11 minutes Range: Personal Target: You Duration: Instantaneous Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) To Develop: 1,854,000 gp; 38 days; 74,160 XP. Seeds: [i]Armor (DC 14), fortify (damage reduction) (DC 17), fortify (energy resistance) (DC 17), fortify (spell resistance) (DC 27), fortify (grant statisic: divine rank 0) (DC 27), transform (DC 21); Factors: +15 natural armor bonus (+22 DC), add damage reduction 10/epic (+33 DC), add sonic resistance 20 (+38 DC), add special quality (deflection bonus equal to Cha bonus) (+10 DC), add special quality (immunity to ability damage) (+10 DC), add special quality (immunity to death effects) (+10 DC), add special quality (immunity to mind-affecting effects) (+10 DC), add special quality (immunity to energy drain) (+10 DC), add special quality (immunity to transmutations) (+10 DC), add uncommon special quality (maximum hit points per HD) (ad hoc +30 DC), add uncommon special quality (immortal traits) (ad hoc +30 DC), add spell resistance 54 (+116 DC), change type to Outsider (+5 DC), increase speed to 60 ft. (ad hoc +12 DC), change duration from temporary to permanent (x5 DC), change duration from permanent to instantaneous (x2 DC); Mitigating Factors: Abstinance (ad hoc –50 DC), add descriptor (ad hoc –12 DC), backlash (100d12 damage) (ad hoc –200 DC), backlash (decrease caster levels by 30 for 24 hours) (ad hoc –90 DC), backlash (lose arcane spellcasting for 14 days) (ad hoc –140 DC), backlash (lose divine spellcasting for 14 days) (ad hoc –140 DC), backlash (lose psionic manifesting for 14 days) (ad hoc –140 DC), backlash (lose psionic focus for 15 days) (ad hoc –105 DC), burn 20,000 XP (–200 DC), change from target to personal (–2 DC), contribute epic divine spell slot (ad hoc –19 DC), contribute epic psionic power slot (ad hoc –50 DC), Dragon component (ad hoc –10 DC), essentia component (ad hoc –27 DC), feat (Heroic Destiny) (ad hoc –12 DC), feat (Fearless Destiny) (ad hoc –16 DC), feat (Planar Touchstone) (ad hoc –12 DC), feat (Protected Destiny) (ad hoc –16 DC), immunities subject to rank check (ad hoc –30 DC), incantation component (9th; Authypnosis DC 68) (ad hoc –57 DC), incantation component (9th; Concentration DC 71) (ad hoc –57 DC), incantation component (9th; Knowledge (arcana), Knowledge (psionics), Knowledge (religion) DC 78) (ad hoc –57 DC), incantation component (9th; Knowledge (the planes) DC 75) (ad hoc –57 DC), increase casting time by 10 minutes (–20 DC), increase casting time by 10 hours (–20 DC), increase casting time by 100 days (–200 DC), location component (ad hoc –400 DC), material component ([i]astral controller) (–236 DC), material component (ethereal controller) (–236 DC), material component (ordial controller) (–236 DC), material component (rod of infinite miracles) (–361 DC), material component (rod of endless reality revision) (–361 DC), material component (rod of unlimited wishes) (–361 DC), power component (36 action points) (ad hoc –160 DC), power component (psionic focus) (ad hoc –7 DC), power component (15 turn/rebuke attempts) (ad hoc –45 DC), sacrifice component (epic arcane spell slot) (–95 DC), sacrifice component (epic divine spell slot) (–95 DC), sacrifice component (epic psionic power slot) (–95 DC), truename component (ad hoc –57 DC). This mighty spell was conceived and designed by the red mage Jaerom Darkwind, and was the culmination of both the ideals of the order of red magi and of his own centuries-long quest--with this spell, Darkwind proved that it is possible for a man to attain divinity purely through personal effort and under his own power. The spell is tailored to his unique diversity of gifts and abilities, and requires the full extent of his personal power to cast; the caster must have epic skill in psionics as well as arcane and divine spellcasting; he must possess almost superhuman endurance in both mind and body as well as an inner reserve of strength far beyond that of most mortals; he must have a detailed and extensive knowledge of the mysteries of Incarnum, the lexicons of Truespeach, and the intricacies of Cosmic mechanics and planar engineering. The caster must have plumbed the depths of mortal learning and wisdom, and synthesized it all into a single whole. All this and more Darkwind did, and in the end he triumphed. This spell has the potential to catapult its caster to divinity. It operates by channeling energy from the three transitive planes--the Astral, the Ethereal, and the Ordial--and focusing it on the caster's location. (Though the existence of the Ordial Plane is uncertain, it is possible to calculate the approximate magical frequencies that would be necessary to channel its energy if it existed; these calculations are part of the research process.) At this point of convergence, the energies of the Realms of Dreams, Possibility, and Essence first resist each other, and then finally begin to react and synergize; over the course of one hundred days, they slowly combine into a nexus of awesome power. Once the nexus is fully formed, the magic uses it as a catalyst to amplify the latent power within the caster's own soul into a fully-realized divine spark. The trauma and agony of so much power rushing into the caster's body and soul is overpowering, and the strain of controlling so much raw energy enormous. However, if she survives it, the caster ascends to quasi-divinity. She gains divine rank 0, with all of the qualities and abilities that typically accompany it (see Deities and Demigods for more information). Abstinance: The caster must abstain from toxicants and stimulants for three months before casting this spell; she also must fast for forty days, and abstain from liquids for a week. She must not be suffering from any ability damage, ability drain, or energy drain at the time she casts the spell, including the effects of any previously cast sanctified or corrupt spell. The caster must abstain from sexual activity for one month, and she must not have cast any spells or manifested any powers within the last week before casting this spell. Backlash: Upon completion, the caster takes 100d12 points of backlash (untyped) damage. If backlash damage kills the caster, no spell or method exists that will return life to her body without costing her a level—not even wish, true resurrection, miracle, epic spells that return life to the deceased, or the Hand of Life salient divine ability. Spells that normally penalize the recipient one level when they return her to life penalize a caster killed by backlash two levels. In addition, upon completion the caster loses the ability to cast arcane and divine spells and the ability to manifest psionic powers for fourteen days. After recovering her spellcasting abilities, she takes a -30 penalty to her arcane and divine caster levels and her psionic manifester level for 24 hours, and is unable to become psionically focused. Essentia Component: Nine points of essentia must be invested to power the spell. Unlike most incarnum spells, investng essentia into constitute transitive nexus is not optional--without it, the spell fails. Feats: In order to successfully cast this spell, the caster must have Heroic Destiny, Fearless Destiny, Protected Destiny, and Planar Touchstone. Incantations: At specific points during the casting, 9th-level incantations involving the following skills must be performed: Autohypnosis DC 68; Concentration DC 71; Knowledge (arcana), Knowledge (psionics), and Knowledge (religion), three DC 78 checks each; Knowledge (the planes) DC 75. Location: An area under the effects of hallow and unhallow effects; within the radius of a category 5 earth node; on a plot of incarnate earth within the perimiter of a greater dolman circle; on a plane with the highly morphic, null gravity, positive dominant, and timeless traits; within Astral, Ethereal, and Ordial manifest zones; in the area of major planar breaches with the Astral, Ethereal, and Ordial planes. Jaerom Darkwind created a special demiplane called the Sanctum to fulfill these requirements. Material Components: Three intelligent magic items, called planar controllers, which help the caster monitor and control the flow of planar energy during the casting. A rod of infinite miracles, a rod of endless reality revision, and a rod of unlimited wishes, which serve as power sources for the spell. See below for magic item descriptions. Power Components: The caster must expend 15 turn or rebuke attempts, 36 action points, and her psionic focus. Sacrifice: The caster permanently loses one epic arcane spell slot, one epic divine spell slot, and one epic psionic power slot. Spell Component: In addition to the arcane spell slot used to cast the spell, the caster must contribute an epic divine spell slot and an epic psionic power slot. She must make a Psicraft check and an additional Spellcraft check, both against the spell’s DC. Truename Component: The caster must correctly speak her own truename (DC 115) nine times with varying inflections. This recitation causes subtle alterations in the caster's composition that help prepare her to receive the divine spark. XP Cost: 20,000 XP. |
| BillTheManiac11-07-07, 04:31 PM | 3790 DC pre-mitigating-factors. Wow. I think -30 DC is a little low for "immunites subject to rank check". |
| Jaerom Darkwind11-12-07, 07:52 PM | 3790 DC pre-mitigating-factors. Wow. I think -30 DC is a little low for "immunites subject to rank check".A lot of people have commented that it's too high, since very few creatures are capable of even making rank checks. It's not really an issue, since the character in question can hit a DC ~270 while in the Scarlet Sanctum. |
| BillTheManiac11-12-07, 09:22 PM | A lot of people have commented that it's too high, since very few creatures are capable of even making rank checks. It's not really an issue, since the character in question can hit a DC ~270 while in the Scarlet Sanctum. I guess it depends on the style of campaign - like all epic magic. Yeah 270 is a bit difficult. I don't think my iron siege level 70 DvR 18 is hitting 270, although he hasn't felt the need to try. |
| grindalseato11-16-07, 08:18 AM | yeah that is pretty high i don't think i could i could hit that without at least breaking a sweat. it would be quite difficult. but it would be a worthy character to call your own. show it off with pride. im proud of you.:P |
| betrayor11-16-07, 11:33 AM | I would prefer something more simple to become a DR 0 deity. Like for example transform into a True tragon and then take the Dragon Ascendant dragon prestige class from Draconomicon. So there you became a Divine rank 0 deity. Or i am wrong and somewhere this has been changed. |
| Taeldrin Laesrash11-16-07, 07:25 PM | That's right. But that's not really much simpler, or not simple enough at least. |
| betrayor11-16-07, 10:34 PM | That's right. But that's not really much simpler, or not simple enough at least. Of course transforming into a true dragon is not an easy feat, i was reffering to the insane Dc of the epic spell that Jaerom Created. Of course the way i suggest would take much more time. |
| Jaerom Darkwind11-17-07, 12:24 AM | I misspoke earlier. When JD pulls out all of his power, he can hit a DC of 351 (assuming I'm not forgetting any bonuses). But note that any character standing within the Heart of the Sanctum and capable of harnessing its full power gains a total bonus of +169 on Spellcraft checks. Outside of the Scarlet Sanctum, the highest JD could manage typically would be 266. A DC 206 is child's play. For current statistics (sson to undergo minor revisions), see this thread: http://projectdf.phpbbnow.com/viewtopic.php?t=294 |